KEEP FRAGMENTS CONNECTED
Edna Kruger looks at creating different types of destruction for Voronoi fracture based on a video by Donovan Keith on cineversity.com
Set up a Voronoi fracture to a mesh Create a Voronoi Fracture object from the Mograph menu and make it the parent of a mesh – here we have a simple flattened cube. Add a Rigid Body Simulation tag to the Voronoi Fracture object and create another floor object below as a Collider. Play back to see the whole mesh breaking up into random pieces at once upon impact.
Increase the force Connectors are live and dynamic, so you can change physical properties and everything is recalculated automatically. In the Connector object’s attributes, open the Object tab and change the Force and Torque to high values like 10 (100,000 cm) so that the mesh is less likely to break apart. Play back and see the fragments now straining, but generally staying together in one big piece.
Build connections In the Voronoi Fracture object’s attributes, open the new Connectors tab and click Create Fixed Connector. This creates a Connector object under the Voronoi Fracture object, and connections have been generated to join every single fragment together. Play back to see the mesh now break up in multiple stages, starting from the point of impact.
Change the type of connector Because connectors are dynamic, another thing you can do is change the type of connector and everything is recalculated for you. Still on the Object tab in the Connector object’s attributes, select Ball and Socket from the Type list. Play back and see the fragments connected and staying together, but in a very flexible way. By using this method, you can create fabric-like or elastic effects.